Developed in partnership with multi-award-winning XR writer and designer Rob Morgan, and the founding funder UK Research and Innovation ('UKRI') under the 'StoryFutures Academy' project led by the National Film and Television School ('NFTS'), the course blends hands-on creative practice with cutting-edge case studies. It is an intensive and practice-led experience, designed for learners who want to develop future-ready creative skills and stay ahead of industry trends.
This course explores the art and science of designing interactive narratives specifically for immersive media and video games. Participants will learn about the various types of player choices and their impact on agency, as well as analyse existing interactive narratives to understand branching design. The course will guide learners through the process of designing and prototyping a simple branching narrative, while also defining the differences between location-specific and location-agnostic storytelling.
In addition, students will evaluate how the environment shapes narrative and design guided walks with strong narrative concepts. The course will cover immersive qualities unique to VR and games, spatial storytelling principles, and the critique of player self-consciousness in immersive media. During the course participants will be developing a complete immersive narrative concept or prototype, integrating user-centered storytelling principles, and communicate their design clearly for a creative portfolio.
By the end of the course the participants will be able to
1. Design, and prototype branching interactive narratives for immersive media and video games.
2. Explain location-based storytelling techniques to create audience-aware experiences.
3. Apply spatial storytelling concepts from VR to enhance immersion and emotional engagement.
4. Produce and present a portfolio-ready immersive narrative concept integrating branching, location, or VR techniques.
Dive into the world of interactive narratives, exploring the fundamentals of branching stories and player agency. Understand how these elements have evolved from historical interactive texts to shape modern gaming experiences. This module sets the stage for creating engaging and immersive stories that respond to player choices, providing a foundation for designing your own interactive stories.
What's included
3 videos11 readings2 assignments1 ungraded lab
Show info about module content
3 videos•Total 64 minutes
Introduction to the course: First thoughts on immersive storytelling•9 minutes
Basic of branching narratives - Part 1: Introduction•25 minutes
Basics of branching narrative – Part 2: Conditionality•30 minutes
11 readings•Total 275 minutes
Course structure and navigation•20 minutes
Learn effectively on this course•15 minutes
Immersive Narrative Exchange learning community hub on Discord•10 minutes
Activity: First thoughts on immersive storytelling •30 minutes
Feeling alive in a game: Why branching narrative matters•10 minutes
Alter Ego•10 minutes
Alternative case study: 80 Days•60 minutes
Lesson 1: Glossary of terms•15 minutes
Interactive fiction – Further exploration•30 minutes
Case study 2: Alter Ego – The narrator and our sense of immersion.•60 minutes
Lesson 2 - Glossary of terms•15 minutes
2 assignments•Total 40 minutes
Basics of branching narrative and a history of CYOA•25 minutes
Check your understanding: Branching narrative•15 minutes
1 ungraded lab•Total 120 minutes
Case study 1: Alter Ego - Creating choice•120 minutes
Agency, conditionality and consequence
Module 2•5 hours to complete
Module details
In this module you will learn about the Fabled Lands game and variables. You will install Twine software on your computer and play some games. After that you will be creating a short interactive story and share it with your peers on a discission forum.
What's included
1 video2 readings1 assignment1 discussion prompt
Show info about module content
1 video•Total 26 minutes
Basics of branching narrative – Part 3: From paper codewords to digital variables•26 minutes
2 readings•Total 210 minutes
Introduction to Twine, storytelling software •90 minutes
Activity: Interactive story brief•120 minutes
1 assignment•Total 15 minutes
Check your understanding: Interactive narratives – choice, agency and immersion•15 minutes
1 discussion prompt•Total 60 minutes
Sharing your story and discussion•60 minutes
Basics of immersive storytelling: location-based stories
Module 3•9 hours to complete
Module details
Explore how real-world space and place inform storytelling, drawing on walking art, AR design principles and game-level design considerations. This module will guide you in creating narratives that are deeply connected to their environments.
What's included
4 videos6 readings3 assignments
Show info about module content
4 videos•Total 51 minutes
Introduction to location-based narrative•10 minutes
Designing with place: Location-specific vs. location-agnostic•31 minutes
Introduction to the art of walking •8 minutes
Walking art homework•3 minutes
6 readings•Total 435 minutes
Activity 1: Listening to a space – imaginative exercise•120 minutes
Activity 2: From observation to data •120 minutes
Activity: Create a walking score•60 minutes
Case study: Victorian bandstands•60 minutes
Activity: Spatial storyboard•60 minutes
Glossary: Location-based storytelling and the Art of Walking terms•15 minutes
3 assignments•Total 45 minutes
Location-based narrative•10 minutes
Narrative design and location•20 minutes
Check your understanding: Location-based storytelling•15 minutes
Basics of immersive storytelling: Learning from VR
Module 4•7 hours to complete
Module details
In this module you will be Introduced to the grammar of VR storytelling with clear application to immersive games. You will be focusing on spatial design and emotional stakes.
Introduction to VR: Seeing, being and being seen •11 minutes
Seeing – Part 1•13 minutes
Seeing – Part 2•12 minutes
Being•15 minutes
Being Seen•14 minutes
6 readings•Total 285 minutes
Case study: Seeing – Cybersickness•60 minutes
Activity 1: Designing for 'being' •30 minutes
Activity 2: 'Who am I in VR?' – Crafting presence through character•30 minutes
Activity: Designing for being seen•60 minutes
Case study: VR pioneer – Nonny de la Peña•90 minutes
Glossary of terms: Immersive storytelling•15 minutes
3 assignments•Total 45 minutes
Learning from VR: Seeing, being and being seen•15 minutes
Diegetic and non-diegetic•15 minutes
Check your understanding: Learning from VR•15 minutes
2 discussion prompts•Total 40 minutes
Designing for being: Share and discuss•20 minutes
Seeing, being, being seen and ethical reflection•20 minutes
Course project
Module 5•7 hours to complete
Module details
In this final module you will be working on the project to integrate branching, location-based and VR techniques to produce a portfolio-ready immersive narrative concept suitable for immersive media and/or video games. Bring your narrative concepts to life and prepare them for presentation and learn to showcase your work to an audience, highlighting the innovative use of interactive storytelling techniques.
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